/
chase_avoid_torus.py
178 lines (147 loc) · 6.22 KB
/
chase_avoid_torus.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
"""Chase/avoid task on a torus.
In this task there are predators (red circles), prey (yellow circles) and an
agent (green square). The subject controls the agent with a joystick. The
subject's goal is to catch the prey while avoiding being caught by the
predators. The prey are repulsed by the agent and predators are attracted to the
agent. Prey and predators move stochasticity and with constant speed.
The environment geometry is shaped like a torus --- when an object reaches one
boundary, it reappears on the opposite boundary.
"""
import collections
import itertools
import numpy as np
from moog import action_spaces
from moog import game_rules
from moog import observers
from moog import physics as physics_lib
from moog import sprite
from moog import tasks
from moog.state_initialization import distributions as distribs
from moog.state_initialization import sprite_generators
from moog.observers import polygon_modifiers
def _get_config(num_prey, num_predators):
"""Get environment config."""
############################################################################
# Sprite initialization
############################################################################
# Agent
agent_factors = distribs.Product(
[distribs.Continuous('x', 0., 1.),
distribs.Continuous('y', 0., 1.)],
scale=0.08, c0=0, c1=255, c2=0,
)
# Predators
predator_factors = distribs.Product(
[distribs.Continuous('x', 0., 1.),
distribs.Continuous('y', 0., 1.),
distribs.Continuous('x_vel', -0.02, 0.02),
distribs.Continuous('y_vel', -0.02, 0.02),],
scale=0.08, shape='circle', opacity=192, c0=255, c1=0, c2=0,
)
# Prey
prey_factors = distribs.Product(
[distribs.Continuous('x', 0., 1.),
distribs.Continuous('y', 0., 1.),
distribs.Continuous('x_vel', -0.02, 0.02),
distribs.Continuous('y_vel', -0.02, 0.02),],
scale=0.08, shape='circle', opacity=192, c0=255, c1=255, c2=0,
)
# Create callable initializer returning entire state
predator_generator = sprite_generators.generate_sprites(
predator_factors, num_sprites=num_predators)
prey_generator = sprite_generators.generate_sprites(
prey_factors, num_sprites=num_prey)
def state_initializer():
"""Callable returning state at every episode reset."""
agent = sprite.Sprite(**agent_factors.sample())
predators = predator_generator(without_overlapping=(agent,))
prey = prey_generator(without_overlapping=(agent,))
state = collections.OrderedDict([
('prey', prey),
('predators', predators),
('agent', [agent]),
])
return state
############################################################################
# Physics
############################################################################
agent_friction_force = physics_lib.Drag(coeff_friction=0.25)
random_force = physics_lib.RandomForce(max_force_magnitude=0.01)
predator_attraction = physics_lib.DistanceForce(
physics_lib.linear_force_fn(zero_intercept=-0.001, slope=0.0005))
prey_avoid = physics_lib.DistanceForce(
physics_lib.linear_force_fn(zero_intercept=0.001, slope=-0.0005))
forces = (
(agent_friction_force, 'agent'),
(random_force, ['predators', 'prey']),
(predator_attraction, 'agent', 'predators'),
(prey_avoid, 'agent', 'prey'),
)
constant_speed = physics_lib.ConstantSpeed(
layer_names=['prey', 'predators'], speed=0.015)
physics = physics_lib.Physics(
*forces,
updates_per_env_step=10,
corrective_physics=[constant_speed],
)
############################################################################
# Task
############################################################################
predator_task = tasks.ContactReward(
-5, layers_0='agent', layers_1='predators', reset_steps_after_contact=0)
prey_task = tasks.ContactReward(1, layers_0='agent', layers_1='prey')
reset_task = tasks.Reset(
condition=lambda state: len(state['prey']) == 0,
steps_after_condition=5,
)
task = tasks.CompositeTask(
reset_task, predator_task, prey_task, timeout_steps=300)
############################################################################
# Action space
############################################################################
action_space = action_spaces.Joystick(
scaling_factor=0.025, action_layers='agent', control_velocity=True)
############################################################################
# Observer
############################################################################
observer = observers.PILRenderer(
image_size=(64, 64),
anti_aliasing=1,
polygon_modifier=polygon_modifiers.TorusGeometry(
['agent', 'predators', 'prey']),
)
############################################################################
# Game rules
############################################################################
prey_vanish = game_rules.VanishOnContact(
vanishing_layer='prey', contacting_layer='agent')
def _torus_position_wrap(s):
s.position = np.remainder(s.position, 1)
torus_position_wrap = game_rules.ModifySprites(
('agent', 'predators', 'prey'), _torus_position_wrap)
rules = (prey_vanish, torus_position_wrap)
############################################################################
# Final config
############################################################################
config = {
'state_initializer': state_initializer,
'physics': physics,
'task': task,
'action_space': action_space,
'observers': {'image': observer},
'game_rules': rules,
}
return config
def get_config(level):
if level == 0:
return _get_config(
num_prey=1,
num_predators=2,
)
elif level == 1:
return _get_config(
num_prey=lambda: np.random.randint(1, 3),
num_predators=lambda: np.random.randint(1, 3),
)
else:
raise ValueError('Invalid level {}'.format(level))